Translations for our friends around the world.

Author Topic: Notruf 112 | Emergency Call 112- The fire brigade simulation  (Read 68348 times)

0 Members and 2 Guests are viewing this topic.

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #15 on: February 12, 2016, 09:09:26 PM »
Car crash scenario,

" Closing in on the weekend, we have another scenario for you: Klaus and his team have been called to a serious car accident! Now each manoeuvre has to be perfect - fortunately the equipment is there to use freely and available for the rescue team."


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #16 on: February 12, 2016, 10:08:51 PM »
Thats nice :)
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #17 on: February 20, 2016, 01:43:33 PM »
I asked them to email me as it was in German on the site.
They replied with the follow:

We and Crenetic decided to delay the date of release for two months onto the 23rd of june 2016. Especially the markedly high level of detail in terms of graphics assured this decision. To make sure that the complex gameplay is at the same level we need a bit more time. In this context we would like to thank you again for your feedback that has elucidated that we could take this time. We appreciate your high interest on news about Notruf 112 - the firefighting simulation, so we wanted to give you this information on our decision promptly and transparently. Particularly we are focussed on quality management due to the planned beta-tests, after which we still work with your feedback. The additional time now gives us the chance on improvising and enlarging this project and work with your feedback before the release. In terms of building and having an extraordinary simulation-feeling we trust in your insight. We are looking forward presenting you some video sequences - just as a small consolation.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #18 on: February 21, 2016, 01:24:33 AM »
The new release date is  23rd of june 2016

Thanks Wilso
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #19 on: April 18, 2016, 03:45:21 PM »
EXTRA EXTRA EXTRA!! Read all about it Fire Brigade simulator releases its first official preview.
 


 
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #20 on: April 18, 2016, 03:51:54 PM »
EXTRA EXTRA EXTRA!! Read all about it Fire Brigade simulator releases its first official preview.
Is it there yet?

What about now?

Thanks for posting

Keep us informed my friend :)
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #21 on: May 04, 2016, 09:09:27 PM »
Released from Aerosoft-

Together with Crenetic, we decided to postpone the release of Emergency Call 112 – The Fire Fighting Simulation by about 2 months to mid August. We know that this is yet another delay within a short time. We take transparency serious, though, and therefore wanted to keep you up to date on this matter immediately.
There are mainly two reasons for the delay. First, it is still our goal to develop a complex and richly detailed fire brigade simulation without compromising any aspect. Therefore, we think it is also in your best interest to wait a bit longer rather than getting a game that’s not really done or neglects some parts of its content just to keep the deadline.
Adding to that, the beta test for “Emergency Call 112” will begin shortly – we will announce that in a separate note. A huge thanks for all the numerous applications again at this point! We value your opinion and ideas very highly. This is why the additional weeks are also supposed to give the developers enough time to evaluate your feedback and implement it in order to create an even better game for everyone to enjoy.
We hope for your understanding for the further delay. Of course, we will continue to update your with more preview material – we have lots of ideas in that regard already. Last but not least, the new release date will be during Gamescom in Cologne – which means that if you plan a visit, you can join us to play and try out “Emergency Call 112” right there.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #22 on: May 30, 2016, 08:18:00 PM »


Published on May 28, 2016

In Emergency Call 112 - The Fire Fighting Simulation we take a closer look at the game and show first gameplay scenes with the fire station, vehicles, the AI and so on. A mulitplayer is not included in the game but modding will be possible.
►Pre-order EMERGENCY CALL 112: http://amzn.to/1KTi9E1
Emergency Call 112 - The Fire Fighting Simulation is an exciting, fully detailed simulation of the eventful life of a big city fire department. It was developed in cooperation with and modelled on the fire brigade of Mülheim, Germany. Mülheim has one of the largest and most modern fire stations in Europe. Particular attention was paid to realism and accuracy in creating the various missions.

Never before has a simulation offered such great level of detail for the fire department vehicles, including and especially the LF24, the fire truck developed by Mercedes Benz. All of the equipment and functionality have been incorporated. The tanker truck, turntable ladder and change loader are also fully functional and available for the virtual fireman / woman. An AI-controlled command vehicle is
also included. And of course, equipment can be removed and kept available for later use.

Accidents involving cars and trucks, oil slicks, a roof fire, houses with external and internal fires requiring breathing equipment, these exciting scenarios are randomly generated and promise hours of excitement. The authentic spread of the fires and lifelike, movable fire hoses with realistic handling needed to fight the fire make for an authentic playing experience.

Turn on the emergency lights and sirens and experience one of the world’s most exciting professions – the fire brigade. No previous fire simulation has gone to such lengths to provide such depth and realism.
Features:

Fire brigade modeled on Mülheim’s real state-of-the-art fire department, set in a fictitious town
Highly-detailed vehicles, such as the LF24 fire truck, a tank engine (TLF), movable loaders (WLF) and passive command vehicle (ELW)
Removable equipment
Realistic, flexible, moveable hoses
Interior and exterior fires
Technical assistance for car and truck accidents
Realistic fire spread using a fluid, dynamic simulation
Many different scenarios including
Traffic accidents
Oil slicks
Burning rooms
Roof fires
Industrial building fires
Barn fires
Blocked roads
Flooded basements
Night operations
Different weather situations
Navigation systems in the fire trucks
Functional light pole on the LF24
Sophisticated AI to control the interaction between the fire fighters
Realistic traffic at the site of the fire or accident
An open game world where all of the buildings can be a scene of the action
Hier bekommst du das Spiel:
►Spiele günstig kaufen bei gamesplanet.com: http://bit.ly/1A2Mw9N
►Einkaufen und unterstützen: http://amzn.to/1iklFyX
Bei Gamesplanet- und Amazon-Links handelt es sich um Affiliate-Links.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #23 on: June 15, 2016, 09:50:19 PM »


About Modding

Will there be an editor to completely reconstruct vehicles etc?
You'll need a 3D Software that can export in the current FBX format, e.g. Maya 2015.
Is a software available that one can use for modding?You need the current version of Unity (free).

How are you guys going to make this game moddable?
Like can we change the world to a dutch world? Or only edit the vehicles to a dutch vehicle for example?


After a bit of getting used to Unity and our tools that should be possible. You'll need the current version of Unity and 3D software that can save in the current FBX format, e.g. Maya 2015.

Can we make new vehicles/maps?

Yes, therefore you need to get to know Unity and our tools.
 About Sound and Radio

Do you use 3D sound?

The horn et. al. often sound dull and artificially monotonous.
Except for some sound effects like atmospheric sounds, all sounds are implemented in 3D, so you can have acoustic orientation in a 3D space.

Will there be different warning signals that can be seperately turned on and off? E.g. switching between pneumatic siren and electronic horn during an emergency operation? Will you be able to switch between urban, rural and pneumatic horns?

Yes

Will you be able to send status reports to the GF, EL and LST[CKr1] ? Will there be usable radio?

Yes, the personnel can communicate via 2 and 4 metre radio.

Will there be influential radio communication between your vehicle and the officer-in-charge/coordination centre?

We're not 100% sure about that. We're currently evaluating whether it makes sense to send off a radio message yourself or to automate this.

Can you send radio messages/status, request more personnel, change your operation level etc.?

Not in the release version, but these are interesting things for an update.

Can I hear current radio messages about the state of the operation or talks of my colleagues in the background?

Radio messages yes, but no colleagues talking. We found their sayings to be repetitive quickly and become annoying.

Are one or two horns included?

We will include three horns.

Can the horn and and blue light be seperately turned on?
Is it possible to use the blue light en sirens separate from each other?


Yes. The AI drives with blue light turned on and uses the horn only at crossings.

Will there be a radio network?
We want to include 2 and 4 metre radio.

About the Release

Is August the real final Date now or is that unsure again? Will there be yet another release delay?

Things can always go wrong. We are coming along well at the Moment though. Sometimes you have to adapt the schedule, e.g. when we notice some parts of the game are finished, but not really funny. Or we encounter bufs We cannot fix within the remaining time. This is especially important in the case of Emergency Call 112, as we develop an open world where everything has to work 100% - otherwise the game will collapse like a house of cards.

About the Beta Test

When will the beta start and when will chosen participants be notified?What about the beta? Are invitations sent already?

(I haven’t received an invitation nor a rejection) We cannot estimate this exactly yet. The game has to be in a state of development where the testers' feedback is actually helpful both technically and for the content. It won’t take too long, though.

About Multiplayer

Will a multiplayer com as an add-on or update? If so, will you be able to choose if you want to board one vehicle together or everyone leads another group?When multiplayer arrives, do you play with friends and AI in a Squad or alone?

We didn’t really think about this yet as multiplayer will not be part of the release. It is not that easy realizable though. As our simulation relies heavily on physics, We have to make sure the physics are the same on every System. They vary a bit, though, depending on the graphics card. Therefore we have to continuously check them to keep them in sync, which is technically rather difficult. We cannot estimate this exactly yet. The game has to be in a state of development where the testers' feedback is actually helpful both technically and for the content. It won’t take too long, though.

About Add-ons and Bonusses

Will there be a Season Pass or a Gold Edition?

Certainly no Season Pass. A Gold Edition might make more sense, Time will tell.

Is it possible to freely customize your Station or will you only be able to use the Mülheimer station.

With mods from the community possibly.

Will or could there be DLCs für more cities, stations, vehicles etc. that, for fairness' sake, be added to the game later?

We put a lot of time into the Station 1 of Fire Brigade Mülheim. If we could arrange a similar cooperation like that, then this is possible.
 
About Vehicles, Materials, Driving Physics and AI

Will the model of the cabin of the water tender be adapted to the real one? In the latest screenshots it had the same cabin as the LF24, which in reality has lots of differences.

No, creating the cabins was a really time-intensive job, therefore we made them the same.

Driving behaviour like GTA or rather like OMSI?

Neither ;-) The feeling and behaviour of driving was optimised for our game world and is a compromise between complexity (physics simulation) and accessibility. In contrast to OMSI, you'll have to drive around AI Traffic with 80km/h and special rights sometimes. Having a 100% realistic vehicle wouldn't be fun in this case.

How is the driving physics? Can the vehicle turn over in too fast curves etc.?

Our Realization of the driving physics allows inexperienced drivers to get through the traffic acceptably. It's forgiving of smaller excuses so you'll have to put in some effort to turn the vehicle over.

Does it have steering wheel support?

We included an Interface that supports and recognizes usual steering wheels. You'll have to configure and calibrate them before first usage.

How functional is the turntable ladder? Can you install a stretcher, water gun etc.?

At release, you can observe and extinguish fires from the basket. Height rescue will come later.

I understand you've done a full model of one particular fire engine for this, may I ask what is the fidelity like?

The fire was realized in a way that makes it spread realistically. Especially with apartment fires, Smoking gases and how streams are important. Those cone at the expense of the optics, though, which does not look like a particle simulation.

Will there be a hydraulic shears and hydraulic spreader?

Yes.

Can you use shears and spreaders?

Both have to be used in case of a traffic accident with a trapped person.

If the vehicles drive to the operation and the other persons are being simulated do I as the machinist drive with the fully seated vehicle? Does the rest of the crew run to the vehicle individually

You always play one person the crew and the AI controls the other persons. If I do not play the role of the machinist at an operation the AI machinist is driving me there.

Does the wastage of PA’s during  an operation get simulated?

We didn’t intend to do that to not put the player under time pressure. If we would do that there should also be consequences for the player.

Is the environment, streets and the AI traffic  challenging? Meaning are there narrow streets and are there cars from time to time that don’t make space for the fire brigade?

The road network has everything inclouded. From 30 kmh zones to multi track turning. We simulate up to 80 vehicles around the players and there will definitely happen miscellaneous things ;)

Do the vehicles have an integrated cruise control?

No.

About Stations, Tasks and Operations

After an emergency scene is complete, do you have to clear up all of the equipment you have used and drive back to the station? or is it a sudden "success / failure" screen?

The operation is only finished if all persons returned and are back on the station. Therefore all materials have to be picked up and put into the vehicle. Then the vehicle drives back to the station without special rights (alarm). When all returned the “evaluation” of the operation takes place.

Are there any benign emergencies? like broken elevators, locked doors or fallen trees? Emergencies that would not require a blue light?

Yes there are operations that don’t require a blue light / special rights.

Do you get grouped by the control station and have to coordinate operations? Can you work up from a7?

No, although the control station is part of the game you can’t take over the complex tasks of the managing controller.

Can you work up from beginner to commander?

Yes we have planned a career mode that you have to advance in to unlock new roles. The accessible ones are based on your accessed rank.

Can you play also the managing controller and the other roles like Group Leader and operational leader?

You can’t play the managing controller but all other roles that are involved in the actual operation.

Are there other things to do at the station besides waiting for a mission?

You can test a lot of tasks at the drill ground that also get explained while doing them.

Will there be work to do at the stations ( swap hoses check PA etc?)

Those tasks are very interesting but not planned yet. In Mülheim they work with a black and white area. We want to do that directly after the release. In the area used materirals are being swapped with new ones and put into the vehicle.

Will there be stratification (maybe in campaign mode where you can’t swap between roles?)

A stratification in A, B and C watch won’t take place.

How long does a shift take in real time? In other simulations you had no time to check things out because a 24 hour shift took like 20 minutes.

There will be very little point where the player gets under time pressure. You have to be at the operation location within 8 minutes to not get a bad evaluation. The day / night changes are only cosmetically in principle a shift goes as long as you want and you can also turn down operations so you will have enough time to do whatever you want.

Condition no, completeness yes otherwise you don’t get any new missions because the vehicle isn’t complete.

How is the mission system build? Does the AI do stuff as well or do you have to do everything yourself?

During the missions you have to accomplish the tasks of you current role, the rest is being dealt with by the AI.

Will there also be missions at the airport or on water?

An airport is a simulation on its own und would blow the limits development capacity but are both very interesting  topics for updates.

Will there be missions with hazardous containmants?

Not at the release.

Do I walk around in work clothes all the time or can I swap dresses?

At the release it’s working clothes only, maybe we will add it later though.

Realistic play mode or free play?

Free play and career mode.

Will there be false alarm missions? Like in reality there will be a lot of false alarm missions.Will there be any follow up missions on the way back to the station?

No you always return to the station first to get the evaluation and offer the AI a specific point to reset, so it’s more of a technical problem.

Is it possible to use scba gear and is it possible to run out of air?

It won’t be possible to access a burning flat without an oxygen mask but there is no time limit for the usage.

Various

Will there be a demo?

Not sure yet.

Just wondering how realistic this will be, a full simulation or a reduced complexity game?

It will be a mix of the both the focus is on the details though.

Will there be support for steering wheels?

We have a hub that recognizes all current steering wheels. But they have to be configurated at the first start.

Will you be updating the web demo to show the AI Ambulance?

No.

Do you think you will start doing some developer-dairies similar to that of Fernbus? Showing some basic game mechanics like sound, physics, or the game world?

If we find the time to we will.

Do you think you have learnt a lot about the failures and successes of your previous games?

We learn with every single development although they can’t be compared to each other all the time.

Also with a big selling point of the game being the strong sense of detail in both the visual style and in-depth game play features, are you guiding Crenetic to be up there with the likes of SCS (Euro Truck Sim) as a well known and trusted simulation games developer with Emergency Call112?

I don’t think you can compare the two. Euro Truck is a series that is build up on each other with a way bigger developer team. Crenetic has a vision and tries to accomplish it as best as possible with the given possibilities. How good that worked out in the end only the players can decide.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #24 on: June 17, 2016, 09:20:05 PM »
With development and testing along with a release date closing in, 112 is now starting to take shape and looks extremely well put together.

Enjoy,

 https://youtu.be/B7fS79hDhF0?list=PLHr0jWPfoptdjoxq0lnNZVklYgOimFexI
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #25 on: June 17, 2016, 10:25:02 PM »
That looks good  8)
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #26 on: June 29, 2016, 06:39:25 PM »
Dear Community,
again we ask for your assistance. To detect a problem with the fire representation we need feedback from as many different graphic cards and systems as possible. To help us understanding the problem please download the fluid simulation here http://notruf.crenetic.de/downloads/fire.zip and write us in the underneath listed format an e-mail to feedback@crenetic.de (700 MB). Feel free to try all different options and then click on restart. Don't wonder - Sometimes it takes several seconds until the fire starts. Thank you!

Example format:
Used Hardware:
- PC/Laptop
- Graphic card
- Ram
- Operating system (32/64 Bit)

Problem:
Critical erroer / performance / no fire /fire doesn’t spread / fire shines through wall
Short description:
Describe the problem briefly
Reproducible yes/no:
Sometimes, always, under certain conditions etc.
If possible add a screenshot:
Please JPG format!
« Last Edit: June 29, 2016, 07:17:36 PM by wilso845 »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26362
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #27 on: June 29, 2016, 06:41:00 PM »
Downloading now.

Hopefully this will speed things up :)
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #28 on: August 04, 2016, 08:37:52 PM »
Big car accident in “Mülheim an der Ruhr” - the LF24 together with the RTW has to march out to the crash. In this small gameplay preview nordrheintvplay shows together with developer Carsten for the first time a mission of the simulator.

updated gameplay test video

 
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline wilso845

  • HAVOC
  • *
  • Posts: 696
  • ArmA
Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #29 on: August 26, 2016, 10:38:11 PM »
Game Com footage and game play

 

 

 

 

 
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Tags:
     

    Beetle Uprising : complex genetics simulation + real-time tactics

    Started by Asid

    Replies: 8
    Views: 2995
    Last post July 28, 2021, 11:36:03 PM
    by Asid
    ADMS-Fire, A Fire department simulator/trainer

    Started by Don_prince

    Replies: 0
    Views: 2426
    Last post April 24, 2017, 07:13:05 PM
    by Don_prince
    The Camo Club - ten military sims that are answering the call of duty

    Started by Asid

    Replies: 0
    Views: 4113
    Last post August 12, 2015, 09:01:30 AM
    by Asid
    Firefight - Minireview

    Started by Asid

    Replies: 0
    Views: 3528
    Last post August 25, 2016, 04:53:11 PM
    by Asid
    The NOR Platform Future of Simulation

    Started by Asid

    Replies: 0
    Views: 1793
    Last post December 12, 2021, 01:19:16 PM
    by Asid